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[cocos2d]create annimation sprite controled by ourself

2012年02月05日 ⁄ 综合 ⁄ 共 1018字 ⁄ 字号 评论关闭

1. create a batchnode like with the picture created by Textures Paker

CCSpriteBatchNode *spriteSheet =[CCSpriteBatchNode batchNodeWithFile:@"AnimBear.jpg"];

2. cache sprite frames with plist (also created together with above)

[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"AnimBear.plist"]

3. create a array with frame like:

NSMutableArray*walkAnimFrames =[NSMutableArray array];

for(int i =1; i <=8; ++i){[walkAnimFrames addObject:[[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"bear%d.jpg", i]]];

}

4. Create an animation:

CCAnimation *walkAnim =[CCAnimation 

    animationWithFrames:walkAnimFrames delay:0.1f];

(till now, you can use this animation to play it by action, but this is not the way I want. I want to control this annimation by myself)

*here comes the better part:

5. Add CCAnimation to CCAnimationCache with addAnimation with name

6. create a sprite with first frame [CCSprite spriteWithSpriteFrameName:@"bear1.jpg"]

7. use this below msg to update the frame as will

- (void) setDisplayFrameWithAnimationName:

 

(NSString *) 

animationName

index:

 

(int) 

frameIndex 

 

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